153 lines
3.7 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/stark/resources/speech.h"
#include "engines/stark/formats/xrc.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/global.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/location.h"
#include "engines/stark/resources/sound.h"
namespace Stark {
namespace Resources {
Speech::~Speech() {
}
Speech::Speech(Object *parent, byte subType, uint16 index, const Common::String &name) :
Object(parent, subType, index, name),
_character(0),
_soundResource(nullptr),
_playTalkAnim(true),
_removeTalkAnimWhenComplete(true) {
_type = TYPE;
}
Common::String Speech::getPhrase() const {
return _phrase;
}
void Speech::playSound() {
if (_playTalkAnim) {
setCharacterTalkAnim();
}
_soundResource = findChild<Sound>();
_soundResource->play();
}
void Speech::setCharacterTalkAnim() const {
ItemVisual *characterItem = getCharacterItem();
if (characterItem) {
characterItem->setAnimKind(Anim::kActorUsageTalk);
}
}
void Speech::removeCharacterTalkAnim() const {
ItemVisual *characterItem = getCharacterItem();
if (characterItem && characterItem->getAnimKind() == Anim::kActorUsageTalk) {
characterItem->setAnimKind(Anim::kActorUsageIdle);
}
}
ItemVisual *Speech::getCharacterItem() const {
Current *current = StarkGlobal->getCurrent();
if (!current) {
return nullptr;
}
Location *location = current->getLocation();
if (!location) {
return nullptr;
}
return location->getCharacterItem(_character);
}
bool Speech::isPlaying() {
return _soundResource && _soundResource->isPlaying();
}
void Speech::stop() {
if (_soundResource) {
_soundResource->stop();
_soundResource = nullptr;
}
if (_removeTalkAnimWhenComplete) {
removeCharacterTalkAnim();
}
_removeTalkAnimWhenComplete = true;
_playTalkAnim = true;
}
bool Speech::characterIsApril() const {
int32 aprilCharacterIndex = StarkGlobal->getApril()->getCharacterIndex();
return _character == aprilCharacterIndex;
}
void Speech::readData(Formats::XRCReadStream *stream) {
Object::readData(stream);
_phrase = stream->readString();
_character = stream->readSint32LE();
}
void Speech::onGameLoop() {
Object::onGameLoop();
// TODO: Add delay between the end of the sound resource and the end of the speech
if (_soundResource && !_soundResource->isPlaying()) {
// The speech just stopped, reset our state
stop();
}
}
void Speech::onExitLocation() {
stop();
}
void Speech::onPreDestroy() {
stop();
}
void Speech::printData() {
Object::printData();
debug("phrase: %s", _phrase.c_str());
debug("character: %d", _character);
}
void Speech::setPlayTalkAnim(bool playTalkAnim) {
_playTalkAnim = playTalkAnim;
}
} // End of namespace Resources
} // End of namespace Stark